Integrating the Engine With Krypton

02 Feb 2011

So far, integration has been going really well. I have played with my infrastructure a bit, and gotten the drawing of the lights to look pretty much exactly how I imagined them. The last thing I’m working out is creating some vertices in the shape of the cone lights I’m using to implement game effects, which is nearly complete. I found an excellent function on Stack Overflow for rotating vectors around points that works great, so I might as well post that code here (thanks to Empyrean):

I basically sat down for a bit drawing out the problem and figuring out exactly what I needed to do, and then was able to find an answer from that. So once I’ve ironed this out, I’ll have my old functionality back with the lights actually implementing their effects on the player, and then I’ll be ready to keep developing new stuff! My plans are basically as follows:

Create some art tiles that I can use to build some basic walkways

Do something other than nothing when the player falls to his death (easy)

Refine player jumping so that I can’t just fly around anymore, and make it feel good (moderately easy)

Moving platforms (shouldn’t be too bad)

Intro Sequence, if nothing more than a simple title (The most complicated part I can see in this is that I want to create a shadow hull from an image, but I think that I can use Farseer as an intermediary step and make this happen pretty fast)

Simple platforming level to get the basics down (Building a more complex level may reveal problems in my infrastructure)

Create an actual animated player sprite (This might take a while to refine)